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Conan: The Hyborian Age vs Pathfinder

Compare Conan: The Hyborian Age and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

Conan: The Hyborian AgePathfinder
GenreFantasyFantasy
TagsClassless, Combat-Heavy, Cinematic, Licensed IP, Low-Prep, Resource Management, Skill-Based, Strong GM Support, Sword & Sorcery, TacticalTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicRoll the relevant Stat die (d6 initially for heroes) and add its Stat value and modifiers. A total that meets or exceeds the difficulty succeeds. A Stat die result of 1 fails unless Stamina or a Flex result rescues it. Player characters also roll a separate Flex die on most rolls. Its maximum result grants a choice of boons such as rescuing a failed roll.Roll d20 + modifier against a DC. Four degrees of success: critical success (beat DC by 10+), success, failure, and critical failure (miss by 10+). Each turn grants three actions to spend freely on strikes, movement, spellcasting, or other activities. Multi-attack penalty (-5/-10) discourages repeated strikes and encourages tactical variety.
Diced4–d12d20
ComplexityMediumHigh
AccessibilityHighVery High
RunnabilityVery HighVery High
LicenseAll Rights ReservedORC
Third-Party PublishingNo verified route foundCommercial publishing allowed — Open and compatibility licenses
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherMonolith Board Games SARLPaizo
Year20252023
LanguagesEnglish, FrenchEnglish, French, German, Italian, Spanish, Portuguese
Best ForGroups who want heroic Conan adventures built around tactical battles and treasure hunting in ancient ruins.Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsA maximum Flex result gives players a choice of immediate benefits. Stamina lets heroes boost a roll after seeing its result. Minions die after a decisive blow or two damaging hits, reducing enemy bookkeeping.The three-action economy gives every turn the same three actions to spend on strikes, movement, or spells, so each turn is a fresh tactical decision. Characters customize through ancestry, class, skill, and general feats gained at nearly every level, letting builds diverge sharply within a single class. Four degrees of success, set by beating or missing the DC by 10, turn each roll into a range of outcomes rather than a binary result.
ConsiderationsSorcery disciplines are restricted by character Origin. Casting spells can consume the same Life Points that keep a character alive. Wealth is abstract rather than governed by equipment prices.New players must learn the trait system, conditions, and four degrees of success before combat runs smoothly. Multi-attack penalty and numerous combat actions can slow turns for indecisive players. Character creation draws feats from ancestry, class, skill, and general pools at every level, making each build a slow step.